Author Topic: Skyshine's Bedlam (now at REDUX) $  (Read 5952 times)

getter77

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Skyshine's Bedlam (now at REDUX) $
« on: September 16, 2015, 04:48:28 PM »
http://store.steampowered.com/app/367600/ $19.99 Win/OSX

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BEDLAM is a strategic rogue-like turn-based RPG. You are the Mechanic, the last known member of a once-thriving guild of brilliant operators of the rolling fortresses called Dozers. You are in charge of commanding your crew in battles, managing your resources, improving your Dozer, interacting with various characters, and protecting your passengers while navigating through the post-apocalyptic wasteland. Your goal is to travel from the futuristic metropolis of Bysantine through the chaotic realm of Bedlam to reach the rumored utopia of Aztec City with as many of your passengers and crew intact as possible.

Key Features:

•   A unique blitz battle system: Turn-based combat with swift play, over-the-top animations, action point based movement and attack system, environments and battles that gradually affect your team, crew-buffing Dozer equalizers, and tide-changing Dozer weapons!
•   Four unique enemy factions: Marauders, Mutants, Cyborgs and the Rogue A.I. - all with their own appearances and behaviors.
•   Rogue-like with RPG features: Randomly generated encounters and discoveries, meaningful permadeath, three different supplies to manage, crew veteran rankings and incredible replay value.
•   “Double-Down”: A New game+; Travel back through Bedlam for the opportunity to defeat merciless overlord King Viscera and his minions for untold riches... or sacrifice everything!

This should have a solid future ahead of it tapping into the FTL audience and otherwise---onward with style.   8)
« Last Edit: March 17, 2016, 04:48:52 PM by getter77 »
Brian Emre Jeffears
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In Training

getter77

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Re: Skyshine's Bedlam (now at v1.5) $
« Reply #1 on: September 23, 2015, 10:19:54 PM »
v1.5

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Howdy Folks!

We're proud to bring you our first patch! We've been hard at work getting things tweaked and adjusted and we're very happy with how things have turned out. Below you'll find the patch notes and known issues for this update - and we're already working on getting the known issues as well as a few other tweaks fixed too! Expect our next update sometime next week.

Release notes

Bug fixes include end game show stopper, various event outcomes, performance related issues and reduced overall map memory to fix never-ending battle loading screens
Increased the size of many battle maps and spread out the enemy and player spawns to prevent ambushes at the beginning of combat in every map
Powercell pickup awarded immediately in battle
Weapons now use 1 action point
Balance of equalizers vs. powercell cost
Rookies will reach Veteran status after 3 kills with the first level up at 2 more kills and each level up after that requiring 5 more kills
Heal time has been adjusted so having fewer health points means faster healing
Lowered the overall number of enemies
Threat level ramp up tightened
The Away Team now has a 4 crew member maximum
Away Team sizes of 3 or less will net twice the crude and meat rewards after battle
Instead of missing, cover now provides a 50% damage reduction with the
exception of directly adjacent attacks
Deadeye rookie and enemy health increased from 2 to 3
Deadeye veteran movement increased from 2 to 3
Elite battles are more like mini-boss fights against an entire team of one weapon class
The encounter spread for Elites is better balanced
Rogue A.I. now teleport/shield but do not attack
Faction dozers now have starting faction crew
Updated Double Down Map now has boundary lines
Balanced the powercell reward based on threat level
The entire board and all of the valid movement tiles are now displayed
Movement flood tiles are now much more prominent
Removed the forced encounter outside the gates of Bysantine
Changed S.O.L to 3 outcomes and more resources rewarded in good outcome
Passengers die off quicker when the Dozer is out of meat

Known Issues
End game shows 0 passengers saved
Unexplored POIs vanish from the map when the player resumes a save
All rewards are given at Aztec City regardless of passenger count
Saves are only generated after traveling to a new location and does not currently save after battles.
Nicknames will not be saved unless you travel to a new location before quitting.
Unlocking Legendary Mechanic achievement does not automatically unlock the other score achievements below it.

Once again - huge thank you for all of the amazing feedback and comments!
Brian Emre Jeffears
Aspiring Designer/Programmer/Composer
In Training

getter77

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Re: Skyshine's Bedlam (now at v2.0) $
« Reply #2 on: November 02, 2015, 07:37:21 PM »
v2.0

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We've been working non-stop over the past 6 weeks post release on getting 2.0 completed, QA has just signed off on the build and it is now available! We've made a lot of changes and added a lot of polish based on feedback from the community, If you think you know Bedlam you don't know 2.0!

We added a campaign and challenge modes to the game. This new experience is a minimum of 10 hours of game play. With each successful run to Aztec City you will unlock a new dozer! With each run you will bring new allies to your cause ultimately taming the harsh lands of Bedlam! If you are able to unlock the formidable AI dozer you will face the ultimate challenge with crew from all 4 factions along for the adventure!

Challenge mode pits you against the four forms of Bedlam's meanest overlord King Viscera! You get a random dozer and a random crew, with three random champion elite units...can you beat one of the games toughest challenges?

Some of the new additions to 2.0
Added the campaign structure, also Practice and Challenge modes.
Game difficulty is now controlled by the Dozer progression system
Dozer unlocks now have a clear progression
Faction based crew abilities for all 4 factions
Balance pass on all events
Balance associated with crew level ups and resource rewards
Fewer enemies at higher threat, but they are stronger.
Collected resources are now only what you pickup on the battlefield.
Optimized all battleboards to address black screen issue
Added volume controls for music and SFX

Hope you take a look and enjoy the changes! If you play 2.0 please leave us a Steam review! Steam reviews are like the YELP of Steam and for people who don't know anything about our game it is a great way for them to learn that this is a game of quality.

Thank you all for the feedback and suggestions!

--Skyshine
Brian Emre Jeffears
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In Training

getter77

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Re: Skyshine's Bedlam (now at v2.2) $
« Reply #3 on: November 25, 2015, 06:08:21 PM »
v2.2

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Hello all

We're working away on the game and have some great news - OSX (Mac) is now available via your steam keys! It'll be identical to our 2.2 version of the game.

Version 2.2 is a continued effort from our side to make combat more enjoyable, lessen the difficulty for beginners, and encourage more exploration. See the full list of notes below!

Bug fixes: 
Resized textures to help eliminate the 'black screen' issue during battles
Fixed issue with Gunslinger return fire kills not counting toward veteran status
Fixed issue with the Dozer rooms button going to wrong screen when chose Combustor Dozer
Tweeked Blitz rules

 1. Now the enemy doesn't have extended movement range
 2. Blitz meter scales to game progression

Gameplay:
Added a new low cost Dozer equalizer that allows the player to have extra Action points!
Weapons and Equalizers can only be used once per combat
Increased damage from Gunslinger return fire
Up'd the health of all units across the board, to get rid of one shot kills
Increased starting power cell count on all Dozers
Slightly reduced heal time for all Dozers
Reduced the power cell cost of some weapons and equalizers
Increased amount of resources collected per pickup
Player can no longer be killed via headshot
Randomized the amount of passengers lost/gained from convo events
Changed Viscera to only be immune to same type class of unit
Fixed the "battlefield butcher" achievement
Adjusted the "scorched earth" achievement

 UI changes:
Battle Hud changed to always show the available
Weapons and Equalizers! Added more tooltips, and reworded some, on various screens
Extra UI Improvements (pulsing lights/buttons)

Once again - huge thank you for all of your support, feedback and comments as we continue to look for ways to improve the game. We may not all be posting in the forums but we're all reading and keeping track of what you all say.

--Skyshine
Brian Emre Jeffears
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getter77

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Re: Skyshine's Bedlam (now at REDUX) $
« Reply #4 on: March 17, 2016, 04:51:02 PM »
REDUX

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We're very excited to inform everyone that the REDUX! update for Skyshine's BEDLAM is now live! After listening to everyone's feedback over the last 6 months and slowly evolving the game, we believe this is the best iteration yet! It's been a total labor of love and we hope y'all enjoy playing it as much as we've had working on it!

We will be showcasing Skyshine's BEDLAM:REDUX at SXSW Gaming Expo at the Austin Convention Center March 17th through the 19th! Come see us at booth #629! We will be giving away a bunch of BEDLAM gear, tons of posters and promotional items to our fans while supplies last!

New battle mechanics!
•Squad based tactics with 2AP (Action Points) per unit with each team being able to use any or all of their units per turn!!!! It is what everyone has been asking for!
•Movement will cost 1AP
•Attacking without moving will cost 2AP and inflict 100% damage
•Moving and then attacking will cost 1AP and inflict 60% damage
•Weapon powercell cost slightly reduced to encourage more usage
•Added 'End Turn' option
•In Arcade play, Blitz has been reworked to be more fun
•Option added in Settings to turn on original 2AP per team rules

Gameplay
•Improved A.I.
•Play as EACH FACTION! If you ever wondered what it would be like to fight as a crew of Mutants or Cyborgs or even mixed... now you can!
•Each Dozer now has a "leader" Elite!
•You can now choose your crew complement (want to start with an Elite and fewer rookies?)
•Reworked Campaign mode NO more is the goal to just get to Aztec City...collect the four lost relics to help ensure victory over the self-proclaimed overlord of Bedlam! And can you liberate Bedlam of all the ruthless factions and restore order in the wasteland?
•Reworked Arcade mode! Can you make it to Aztec City on a set course, with no side missions, lots of obstacles and no Dozer management? If you do, one of the four new Dozers awaits!
•Improved Events. Lots of event options now affect the state and level of danger in Bedlam!
•Added some variety to existing events and reduced the overall number of clicks through events.
•Revamped threat level system: Not only do events affect the threat level but so does battle outcomes! Your choices now matter more.
•Marauder Rush ability added to Enemy and Crew Marauders
•Gunslinger Return Fire ability much improved

New Content
•New character sprites for all faction crewmembers!
•72 new rookie and veteran crewmembers!!!
•5 new Dozers, one for each faction!
•5 new Elites, including The Mechanic!
•BEDLAMIZED NAMES!! When one of the new faction crewmembers are added to your Dozer at launch, they pull their nicknames randomly from a huge list of names based on many of our backer's real names and suggestions!
•Many new events added and a random outcome system implemented
•Battlefields have been revisited to resize, re-layout and reposition for maximum awesomeness

General changes
•Reduced memory footprint of all animations
•Bug fixes galore
•Dozer travel and transport animations reduced for better performance
•Sometimes during Dozer travel the game no longer freezes (bug fix)
•Battle resource pickups (in Arcade mode) have been repositioned so they are more attainabl
•New tutorials are being worked on!

This...may yet be a record as far as games that have outright changed the most dramatically....and frequently...post-release.   ???
Brian Emre Jeffears
Aspiring Designer/Programmer/Composer
In Training